GGACR/Baiken

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Overview

Overview

Baiken is set apart from the cast due to her guard cancels, which allow her to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing them to play a completely different game against her.

These guard cancels can be performed during hitstop/blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations.

Additionally Baiken comes with an excellent set of normals, some very strong conversions and damage, and has a toolkit for nearly every situation. On the flip side, her conversions are quite awkward and some of her best buttons also have very limited cancel routes. Baiken also takes much higher damage than average and can get dizzied pretty quickly, so Baiken players need to play sharp or risk losing fairly quickly. However, that shouldn't matter if she is played sharply, as her tools provide her plenty of opportunities to shut down anything the other player wants to do.

If you love to play careful turtle-characters with strong offensive responses against the right reads, consider picking Baiken up for a try.
Lore:After losing both of her parents from a Gear raid at a young age, Baiken saw That Man amidst the chaos, and swore her life towards revenge. In events preceding AC, she finally met with him, but Baiken had found herself unable to lay a finger on him, and was met with a man whose demeanor and words suggested that revenge was a hollow path. Confused and directionless, she sets her sights on the P.W.A.B to find an answer the only way she knows how: through battle.
Voice:Chizu Yonemoto
Playstyle
Baiken fights in the mid-range, and bulldogs through the opponent's offense with her free guard-cancel attacks.
Pros Cons
  • Tensionless Guard Cancels: Baiken's guard cancels allow her to act during Blockstun, forcing opponents to play cautiously even while on the offensive. Many matchups may require opponents to end pressure early or go for safer but less rewarding options, which allows Baiken to remain a threat even while on the back foot.
  • Exceptional Damage: With meter, Baiken can convert into extremely powerful and lengthy combos. These combos also have tend to have great corner carry.
  • Powerful Hitboxes: Notably 2K, S normals, 5H, j.H, j.D, and TatamiGGAC Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    9
    Advantage:
    -6
    are very disjointed can be very difficult to contest.
  • Tiny Hurtbox: Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her.
  • Strong Mixup Tools: YouzansenGGAC Baiken j623S.pngGuard:
    High/Air
    Startup:
    6
    Recovery:
    15+11 after landing
    Advantage:
    -25
    instant overhead, throw conversions, a safe 5D, and the ability to reversal out of blocking with her guard cancels give Baiken lots of mixup options.
  • Can Seal Options and Setup: Thanks to BakuGGAC Baiken 412D.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    20
    Advantage:
    -3
    , 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos.
  • Limited Meterless Conversions: Many of Baiken's normals have limited gatlings and depend on close proximity, counterhits, or crouch confirms to convert into combos. Baiken will often want to spend meter on FRC to access her high damage, or depend on difficult techniques such as Kire Tatami.
  • Unforgiving Execution Barrier: Baiken's best combos require judicious use of techniques like Kire tatami, IADs, Suzuran cancels, and plenty of FRCs. Paired with her very low health and stun resistance, making mistakes as Baiken can be especially unforgiving.

Guard Cancel

Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel blockstun into attacks is pretty strong by itself, but Blockstop is a window in which only Baiken can move. This is far more powerful of an ability than it first appears.

Guilty Bits Character Intro

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18×3 Mid 15 4(2)6(2)2 8 +4 - 3

Very good for establishing pressure due to its frame advantage.

  • Can only be chained into from 6K.
  • Causes enough stagger on hit to convert if the opponent doesn't shake out quickly.
  • Recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.
  • Can be used to force the opponent to cross over during untech time

Additional Frame Data: Staggers opponent on hit (max 24F). 1st and 2nd hits pull in opponent on hit or block. Hitstop 6F. Pulls in opponent in air. Untechable for 26F

2D

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
50 High/Air 9 3 21+6 after landing - - 4

Commonly used for corner damage and loops with FRC.

  • Scores ranged knockdowns on standing hit immediately out of f.S.
  • Works in conjunction with j.S for a fuzzy, especially since it can be heavily delayed.
  • Can be FDC'ed to flutter in the air, which is useful for baiting anti airs. (Messing up the input can cost you your burst, so be careful!)

Additional Frame Data: Initial prorate 90%. Blows back opponent on hit (untechable for 35F). FRC timing 9~11F.


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

Tatami Gaeshi

236K (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236K 40 [20] All 15 24 9 -6 - 3
j.236K 40 [20] All 18 - Until landing+16 - - 3

Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches.

Additional Frame Data: Wallbounces opponent on hit (untechable for 32F, on CH for 100F). On ground hit launches only if it hits during 1~6F of Active Frames. FRC timing 23~26F. Tatami disappears immediately if Baiken is hit.


The air version has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in.

In combos, it will still wallbounce if combo'd into properly, and with the FRC, it tends to lead to some of Baiken's most damaging combo strings.

Additional Frame Data: Wallbounces opponent on hit (untechable for 36F). On ground hit launches only if it hits during 1~6F of Active Frames. Hitstop 6F if it hits during 1~6F of Active Frames. FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.

Youzansen

j.623S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
44 High/Air 6 12 15+11 after landing -25 1~3F Throw 3

Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.

  • Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It has landing recovery frames when you do eventually come down from stalling in the air, but these can be cleared by double jumping after a Youzansen if you still have it available.
  • Has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.
  • Extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can convert.

Additional Frame Data: Floats opponent on hit (untechable for 28F). Baiken is in CH state during move. Baiken is in crouching state during landing recovery. FRC timing 3~4F. Fastest possible TK Youzansen has startup 9F.

Youshijin

623P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24 Mid 12 6 25 -17 - 3

Formerly her P Guard Cancel, Youshijin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close.

Additional Frame Data: Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable on ground hit for 48F, on air hit for 36F). Attack is fully extended on 15F.

Zakuro

While Guarding: 412P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0, 22×5, 16 All 9 1 32 - - 1

Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of 6P > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami.

It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's j.H. Against airdash buttons or opponents performing a very deep jump-in, this will mostly likely whiff, leaving Baiken wide open. Zakuro is best suited to obviously high jump-ins and combos.

Additional Frame Data: 1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.

Mawarikomi

While Guarding: 412K

Sakura

While Guarding: 412S

Ouren

While Guarding: 412H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
34 All 19~ 2 14+10 after landing -15 14~26F Strike 4

A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window.

  • Will cross up the opponent depending on the distance, netting an overall good reward.
  • Launches high and very untechable on CH, will net a huge reward.
  • Launches forward fast on FRC, can be used as a risky approach or escape tool.

Additional Frame Data: Floats opponent high on CH (untechable for 70F). Initial prorate 70%. FRC timing 4~6F.

Suzuran

63214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total 30 - 4~25F Guard High -

Command dash with upper body autoguard for most of its duration, can be cancelled into GCs without having to block anything.

  • Lets Baiken access GC tools in neutral.
  • Vulnerable to lows and throws, autoguard ends 5 frames before the move finishes.
  • Blockstop allows opponents to react and cancel hits into a low, jump, or RC to block anything that you wish to follow with.
  • Suzuran > Throw attempts can be easily jumped out of.

Additional Frame Data: Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku after guarding an attack. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku 9~24F.

Kabari

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
12 Mid 20 11 15 +2 - 4

Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit.

Additional Frame Data: Initial prorate 80%. Staggers opponent on ground hit (max 33F). The chain stops when it hits; Recovery begins 3F after the move hits. Pulls opponent in on hit or block. Can cancel into Tetsuzansen from 32~38F when whiffed, or from 3~8F after hit or block. Fully extended on 28F. Slides opponent and pulls in on air hit (untechable for 36F, slides for 27F).

Tetsuzansen

Kabari -> S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
36, 15 Mid 12 3(11)4 16 -17 1~5F All
6~11F Throw
4

Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited.

Additional Frame Data: Floats opponent on hit (untechable for 32F). 1st hit has forced prorate 90%, 2nd hit 80%. FRC timing 12~13F. Listed Frame Adv is when 2nd hit misses.


Force Breaks

Baku

While Guarding: 412D

Baku: XXX

Baku -> P or K or S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18 Mid 6+9 3 40 -24 1~42F Strike 5

Followup move to Baku which applies some kind of effect to the opponent based on which button you press. All effects disappear after a set amount of time.

P Version - Sakura: Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. Forced prorate 50%.
K Version - Tsuki: All hits are CH while opponent is flashing. Opponent flashes yellow. Forced prorate 30%. A forced prorate of 75% is applied by the first hit of all combos while the opponent is flashing.
S Version - Tsuru: Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit. Forced prorate 30%. A forced prorate of 50% is applied by the first hit of a combo while the opponent is flashing.

Additional Frame Data: Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F.

Baku Followups

Baku:XXX -> P or K or S or H or D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
P 15 - 15 3 5 +10 - 4
K 10×2 - 18 3(6)3(7)5 8 - - 4
S 20 - 15 1 14 +5 - 5
H 24 - 8 16 16 - - 5
D 5×7 - 9 3(4)8 20 - - 3

The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button for the duration of the applied curse, i.e. using the P follow-up prevents the opponent from using the P button.

  • The S follow up will cross up.
  • The D follow up is useful as it locks the opponent out of their Burst.
  • The H follow up can also be used to prevent the opponent from using standard throws and from teching throws, which is quite effective when applied with the "no jump/dash/backdash" debuff. The opponent will then be prevented from using reversal backdash and reversal throw, and will also be unable to jump out of throw setups or tech throws, massively crippling their defense.

Triple Tatami Gaeshi

236D


Overdrives

Tsurane Sanzu Watashi

236236S


Instant Kill

Garyou Tensei

During IK Mode: 236236H


Colors

GGACR Baiken normal p.png
GGACR Baiken normal k.png
GGACR Baiken normal s.png
GGACR Baiken normal h.png
GGACR Baiken normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Baiken ex p.png
GGACR Baiken ex k.png
GGACR Baiken ex s.png
GGACR Baiken ex h.png
GGACR Baiken ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Baiken slash p.png
GGACR Baiken slash k.png
GGACR Baiken slash s.png
GGACR Baiken slash h.png
AC Baiken normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Baiken reload p.png
GGACR Baiken reload k.png
GGACR Baiken reload s.png
GGACR Baiken reload h.png
AC Baiken normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Baiken slash d.png
GGACR Baiken reload d.png
Gold2
Shadow2
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

Baiken
Ambox notice.png To edit frame data, edit values in GGACR/Baiken/Data.